commit | e05ce6aff0c551c5610b0859d4ef30baf80fe723 | [log] [tgz] |
---|---|---|
author | Syoyo Fujita <syoyo@lighttransport.com> | Fri Oct 07 11:40:33 2016 +0900 |
committer | GitHub <noreply@github.com> | Fri Oct 07 11:40:33 2016 +0900 |
tree | 9e15685e6a1e2e9d9fe435ba746c3df102ba72cc | |
parent | 79513077f3649c789e84fa94cd452fffce10dd6b [diff] | |
parent | e4598ba84afb121edab56782dda11634abe72d8c [diff] |
Merge pull request #102 from Entalpi/master Minor spelling fix
http://syoyo.github.io/tinyobjloader/
Tiny but powerful single file wavefront obj loader written in C++. No dependency except for C++ STL. It can parse 10M over polygons with moderate memory and time.
tinyobjloader
is good for embedding .obj loader to your (global illumination) renderer ;-)
If you are looking for C89 version, please see https://github.com/syoyo/tinyobjloader-c .
We have released new version v1.0.0 on 20 Aug, 2016. Old version is available v0.9.x
branch https://github.com/syoyo/tinyobjloader/tree/v0.9.x
Previous old version is avaiable in v0.9.x
branch.
tinyobjloader can successfully load 6M triangles Rungholt scene. http://graphics.cs.williams.edu/data/meshes.xml
TinyObjLoader is successfully used in ...
Licensed under MIT license.
attrib_t
contains single and linear array of vertex data(position, normal and texcoord). Each shape_t
does not contain vertex data but contains array index to attrib_t
. See loader_example.cc
for more details.
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc #include "tiny_obj_loader.h" std::string inputfile = "cornell_box.obj"; tinyobj::attrib_t attrib; std::vector<tinyobj::shape_t> shapes; std::vector<tinyobj::material_t> materials; std::string err; bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, inputfile.c_str()); if (!err.empty()) { // `err` may contain warning message. std::cerr << err << std::endl; } if (!ret) { exit(1); } // Loop over shapes for (size_t s = 0; s < shapes.size(); s++) { // Loop over faces(polygon) size_t index_offset = 0; for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) { int fv = shapes[s].mesh.num_face_vertices[f]; // Loop over vertices in the face. for (size_t v = 0; v < fv; v++) { // access to vertex tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v]; float vx = attrib.vertices[3*idx.vertex_index+0]; float vy = attrib.vertices[3*idx.vertex_index+1]; float vz = attrib.vertices[3*idx.vertex_index+2]; float nx = attrib.normals[3*idx.normal_index+0]; float ny = attrib.normals[3*idx.normal_index+1]; float nz = attrib.normals[3*idx.normal_index+2]; float tx = attrib.texcoords[2*idx.texcoord_index+0]; float ty = attrib.texcoords[2*idx.texcoord_index+1]; } index_offset += fv; // per-face material shapes[s].mesh.material_ids[f]; } }
Optimized multi-threaded .obj loader is available at experimental/
directory. If you want absolute performance to load .obj data, this optimized loader will fit your purpose. Note that the optimized loader uses C++11 thread and it does less error checks but may work most .obj data.
Here is some benchmark result. Time are measured on MacBook 12(Early 2016, Core m5 1.2GHz).
Unit tests are provided in tests
directory. See tests/README.md
for details.